Hi Andreas,
I thought something like this...
In the meantime I found a plugin for Multigen Creator (ok, not so interesting
for you ;-) but maybe for other Creator users):
http://www.multigen-paradigm.com/user_downloads/string2points12.zip
Kind regards,
Tim.
-Ursprüngliche Nachricht
OK thanks, the code I was looking for to understand the whole thing lies inside
osgUtil::SceneView.cpp.
The chain is :
osgViewer::Viewer::setUpRenderingSupport() -->
osgUtil::SceneView::setDefaults() , on each SceneView the Viewer has...
The _light member inside osgViewer::Viewer in the code a
Hi John,
The rescaling is done on non power of two textures by default,
rescaling is slow op so best avoided. You have two choices to disable
the resize of the non power of two texture as you have down to move to
using TextureRectangle instead of Texture2D. If moving to the
TextureRectangle you'
Hi Mike,
This experience suggest to me that we'd need to add an option for
disabling/enabling the compile of specific plugins.
Others are welcome to jump in and propose a set of changes.
Robert.
On 9/12/07, Mike Logan <[EMAIL PROTECTED]> wrote:
>
> Using latest svn today...
>
> I have an old In
Hi Mathias,
I'm just trawling through the morning inbox and a blurry headed so not
in a zone able to contemplate complex stuff too deeply. I will review
your changes a latter date though.
Was there much fallout from applying your changes? Do things function
w.r.t normal OSG usage and the type o
On 9/13/07, Benedikt Kessler <[EMAIL PROTECTED]> wrote:
> That's true, I tried it as well.
Others get by just fine, the unsubscribe via the webpage *does* work.
So it is really down to what you guys are doing wrong. Perhaps you've
mislaid your password, if so just pick up the last month remainde
Mike Logan wrote:
>Using latest svn today...
>
>I have an old Inventor install that keeps getting picked up by cmake.
>But I want to disable that plugin for now..it won't compile.
>
>I changed to my build subdirectory and ran "ccmake .." and was
> able to change the values
>INVENTOR_
Hi Christophe,
The SVN and 2.1.x versions of the OSG have cleaned up light management
in osg::View, the management of SceneView for rendering is also more
exposed via osgViewer::Renderer.
Robert.
On 9/13/07, Christophe Medard <[EMAIL PROTECTED]> wrote:
>
>
> OK thanks, the code I was looking for
Hello,
I wan't to display the earth and the sun.
The sun is in ( 0, 0, 0 ) and the Earth in ( 1.5e11, 0, 0 ).
With these values, the Earth isn't display, whereas if I
put the Earth in ( 1.5e9, 0, 0 ) it is display.
I have already try with a depthPartitionNode and it's the same thing.
I wan't to
I think it should be the OpenGL limit. Try to set the clip panel to a very
far panel.
2007/9/13, christophe loustaunau <[EMAIL PROTECTED]>:
>
> Hello,
>
> I wan't to display the earth and the sun.
> The sun is in ( 0, 0, 0 ) and the Earth in ( 1.5e11, 0, 0 ).
> With these values, the Earth isn't d
No,
I unscribe and it goes away for a couple of weeks or a month and I am suddenly
back.
- Original Message
From: Robert Osfield <[EMAIL PROTECTED]>
To: OpenSceneGraph Users
Sent: Thursday, September 13, 2007 5:18:30 AM
Subject: Re: [osg-users] unsubscribe
On 9/13/07, Benedikt Kessler
On 9/13/07, brian gr <[EMAIL PROTECTED]> wrote:
> No,
> I unscribe and it goes away for a couple of weeks or a month and I am
> suddenly back.
It worked, please try again.
The recent re-subscription was down to a screw up by Dreamhost who
provide our mailing lists servers. They migrated our mai
Hi All,
This weeks dev release is rather later than usual thanks to getting
all the build issues worked through, thanks for all the test and
fixes, it does feel like we're slowly making progress towards 2.2.
Info of DeveloperReleases:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dev
Hallo Mike,
thank you. I made new compilations and got no compilation errors any more.
But my test program doesn't work anymore.
I get a runtime error AccessViolationError from
Viewer::eventTraversal()
when calling "Viewer.frame(SimTime)";
Do you solved this problem already ?
Wolfgang
>---
I don't have a specific change, because I am not familiar with this
aspect of things. But I have wanted the same thing, with respect to
conflicts with some Apple-related plugins on 64 bit Macs. So I'm for
it. :)
andy
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
I'd like to know that the windows library names are settled, so I'm
going to go look at renaming the OpenThreads issue we talked about. I
don't know where this is, so if anybody has a hint, I'd appreciate it.
Otherwise, I'm sure I'll find it there somewhere.
andy
-Original Message-
From
So it looks like I could make another version of HANDLE_MSVC_DLL (in
OsgMacroUtils.cmake) that uses openthreads instead of osg and
OPENTHREADS_SOVERSION instead of OPENSCENEGRAPH_SOVERSION. Or I could
add an optional argument (see SETUP_EXAMPLE in the same file) to pass
these things in, and use th
I'll build v.2.1.10 and try to alter the _globalStateSet of both sceneviews
in the osgViewer::Renderer for everything is accessible in that version
indeed.
It should work...
Thanks a bunch !
- Original Message -
From: "Robert Osfield" <[EMAIL PROTECTED]>
Sent: Thursday, September 13, 2
Hi Christophe,
I wouldn't recommended messing with SceneView unless you really have to.
osgViewer now honours the Camera's StateSet, and this acts as the
global StateSet. You can simply sets modes and attributes you want on
the camera i.e.
viewer.getCamera()->getOrCreateStateSet()->setMode(..
Hi
I would suggest to include a big set of Shader Model
4.0 features into the coming osg 2.2 Release. Here the
list of Sh4.0 extensions and how much is the progress
in the current osg (dev 2.1.10) is:
EXT_bindable_uniform
EXT_draw_buffers2
EXT_draw_instanced
EXT_framebuffer_sRGB
EXT_geometry_shade
Hi Wolfgang,
That's almost certainly the runtime stability issue I mentioned. Something
changed post OSG 2.0 that osgDotNet doesn't like, but I haven't tracked down
exactly what it is yet. I'd recommend staying with the 2.0 wrappers until this
is fixed, if that release works for you.
-Mike
Hi,
If I use osg::CameraNode to render DepthBuffer, what kind of values is then
in Depth Buffer? Is that float values between [0, 1.0] or real depth values?
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http://lists.openscenegraph.org/li
Hi developers,
I propose following changes in CMAKE files.
(1)
Additional 'config.cmake' file in CMAKEModules for win32 like
SET(PLUGINS_DIR ${OpenSceneGraph_SOURCE_DIR}/Plugins)
SET(ENV{3RDPARTY_DIR} ${PLUGINS_DIR}/3rdParty)
SET(ENV{COLLADA_DIR} ${PLUGINS_DIR}/Collada)
SET(ENV{OPENVRML_DIR} $
Hello Wolfgang,
> SET(PLUGINS_DIR ${OpenSceneGraph_SOURCE_DIR}/Plugins)
>
> SET(ENV{3RDPARTY_DIR} ${PLUGINS_DIR}/3rdParty)
> SET(ENV{COLLADA_DIR} ${PLUGINS_DIR}/Collada)
> SET(ENV{OPENVRML_DIR} ${PLUGINS_DIR}/OpenVRML)
> .
So you want the 3rdParty directory to live inside
OpenSceneGraph/Plu
Hi Christophe --
If I'm reading your email right, you have two concerns:
1. You don't understand how SceneView uses its _light member variable.
Without digging into the code, I'm not sure either. But I suspect it
circumvents the typical update/cull traversals and slaps the light state
directly
Hello,
I placed all additional software to a subdirectory of the
OpenSceneGraph_SOURCE_DIR path because
I have a lot of other solutions in the project path of VS.net and I like to
know which software path
belongs to which solution/project. But, with the proposed solutions you can
change the pat
I have a bunch of slave cameras set up under a osgViewer:Viewer, all looking at
the same scene, and a GLSL program I want to run for each camera. But I want to
pass in a per-camera uniform variable into my shader. Any idea how I should go
about this?
-J
__
Hi,
as far as I know these values are real depth values and not in range [0,1].
--marcus
zarrandreas wrote:
> Hi,
>
> If I use osg::CameraNode to render DepthBuffer, what kind of values is then
> in Depth Buffer? Is that float values between [0, 1.0] or real depth values?
>
> ___
John Donovan wrote:
> I have a bunch of slave cameras set up under a osgViewer:Viewer, all looking
> at
> the same scene, and a GLSL program I want to run for each camera. But I want
> to
> pass in a per-camera uniform variable into my shader. Any idea how I should go
> about this?
>
> -J
Scrat
nice... the one idea I didn't think of. 8)
Setting to empty values did the trick - worked great.
thanks!
I now have 4 different OSG platforms builds.. yipee.
ml
On Sep 13, 2007, at 2:20 AM, Paul Melis wrote:
Mike Logan wrote:
Using latest svn today...
I have an old Inventor in
In fact I was puzzled by the fact that if no directional Light is set in the
scene graph, the one set transversally onto the draw traversal by the osgViewer
(through the cull visitor, ie not in the scenegraph) becomes active. I was
unsure about that indeed, but as you say it's not as soon as at
Hello Wolfgang,
> The first statement 'SET(PLUGINS_DIR
> ${OpenSceneGraph_SOURCE_DIR}/Plugins' was only for internal use of
> config.cmake.
I would prefer if PLUGINS_DIR was user-modifiable too. That way the
base path for all dependencies could be changed in one place, instead
of having to
Oh cool.
Is there a good example for rendering depth buffer to a texture with
osg::CameraNode?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marcus
Fritzen
Sent: Thursday, September 13, 2007 5:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Depth
Hi Robert,
I'm working now on integrating the new osgViewer and osg 2.x into the
simulator of our company, and as a result I am moving to using
osgShadow::ShadowMap in place of the old code that I refactored to use
with osg 1.2, before the first iterations of the NodeKit.
I will extend the osg cl
So, using lastest svn..
I have 4 builds, all 'out-of-source'
like: OpenSceneGraph/linux32, OpenSceneGraph/
linux64, etc..
1) When I want to update the config, I sit in one of those dirs
and 'ccmake .." (two dots)
I changed BUILD_OSG_EXAMPLES:BOOL=ON
Ok, so its seems to be just macs then.
Linux dependencies seem fine.
Maybe my problem is related to the previous thread
on Tessellator and Mac builds..
ml
On Sep 13, 2007, at 4:04 PM, Mike Logan wrote:
So, using lastest svn..
I have 4 builds, all 'out-of-source'
like: Ope
Hi,
In version 1.2, I used the Producer's function: getProjectionRectangle to get
my projected x, y, width and height for picking purpose. In version 2, how do I
get the projected x, y, width and height?
Regards,
CG
<>___
osg-users mailing list
osg-
Hi guys,
With 2.1.10 (and 2.1.9/8 as well) my windows taskbar does not refresh
after I go from fullscreen osgviewer to windowed. I need to kill osgviewer
to get a refresh. Anybody else have these issues? We have it on ATI as
well as Nvidia cards.
Also still get lower fps than OSG 12 but hav
Hi,
Are there any guides/wiki/examples on integrating CEGUI with OpenSceneGraph?
I'm trying to use CEGUI as my main interface rather than MFC, so far I can only
find examples on integrating CEGUI with Ogre.
Thanks and regards,
CG
<>___
osg-users mai
Hi guys,
Still getting crashes on dual core machines in osg21-osgTextd.dll /
osg21-osgd.dll (with 2.1.10 (also 2.1.9)). It seems to do with the
osgdb_freetyped.dll because when we disable all osgText in our app -> the
osgdb_freetyped.dll does not get loaded hence no crashes. If I disable
Look at the osgShadow::ShadowMaps class ;)
zarrandreas wrote:
> Oh cool.
> Is there a good example for rendering depth buffer to a texture with
> osg::CameraNode?
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Marcus
> Fritzen
> Sent: Thursday, Se
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